xref: /linux/drivers/gpu/drm/v3d/v3d_irq.c (revision 44f57d78)
1 // SPDX-License-Identifier: GPL-2.0+
2 /* Copyright (C) 2014-2018 Broadcom */
3 
4 /**
5  * DOC: Interrupt management for the V3D engine
6  *
7  * When we take a bin, render, or TFU done interrupt, we need to
8  * signal the fence for that job so that the scheduler can queue up
9  * the next one and unblock any waiters.
10  *
11  * When we take the binner out of memory interrupt, we need to
12  * allocate some new memory and pass it to the binner so that the
13  * current job can make progress.
14  */
15 
16 #include "v3d_drv.h"
17 #include "v3d_regs.h"
18 #include "v3d_trace.h"
19 
20 #define V3D_CORE_IRQS ((u32)(V3D_INT_OUTOMEM |	\
21 			     V3D_INT_FLDONE |	\
22 			     V3D_INT_FRDONE |	\
23 			     V3D_INT_GMPV))
24 
25 #define V3D_HUB_IRQS ((u32)(V3D_HUB_INT_MMU_WRV |	\
26 			    V3D_HUB_INT_MMU_PTI |	\
27 			    V3D_HUB_INT_MMU_CAP |	\
28 			    V3D_HUB_INT_TFUC))
29 
30 static irqreturn_t
31 v3d_hub_irq(int irq, void *arg);
32 
33 static void
34 v3d_overflow_mem_work(struct work_struct *work)
35 {
36 	struct v3d_dev *v3d =
37 		container_of(work, struct v3d_dev, overflow_mem_work);
38 	struct drm_device *dev = &v3d->drm;
39 	struct v3d_bo *bo = v3d_bo_create(dev, NULL /* XXX: GMP */, 256 * 1024);
40 	struct drm_gem_object *obj;
41 	unsigned long irqflags;
42 
43 	if (IS_ERR(bo)) {
44 		DRM_ERROR("Couldn't allocate binner overflow mem\n");
45 		return;
46 	}
47 	obj = &bo->base.base;
48 
49 	/* We lost a race, and our work task came in after the bin job
50 	 * completed and exited.  This can happen because the HW
51 	 * signals OOM before it's fully OOM, so the binner might just
52 	 * barely complete.
53 	 *
54 	 * If we lose the race and our work task comes in after a new
55 	 * bin job got scheduled, that's fine.  We'll just give them
56 	 * some binner pool anyway.
57 	 */
58 	spin_lock_irqsave(&v3d->job_lock, irqflags);
59 	if (!v3d->bin_job) {
60 		spin_unlock_irqrestore(&v3d->job_lock, irqflags);
61 		goto out;
62 	}
63 
64 	drm_gem_object_get(obj);
65 	list_add_tail(&bo->unref_head, &v3d->bin_job->unref_list);
66 	spin_unlock_irqrestore(&v3d->job_lock, irqflags);
67 
68 	V3D_CORE_WRITE(0, V3D_PTB_BPOA, bo->node.start << PAGE_SHIFT);
69 	V3D_CORE_WRITE(0, V3D_PTB_BPOS, obj->size);
70 
71 out:
72 	drm_gem_object_put_unlocked(obj);
73 }
74 
75 static irqreturn_t
76 v3d_irq(int irq, void *arg)
77 {
78 	struct v3d_dev *v3d = arg;
79 	u32 intsts;
80 	irqreturn_t status = IRQ_NONE;
81 
82 	intsts = V3D_CORE_READ(0, V3D_CTL_INT_STS);
83 
84 	/* Acknowledge the interrupts we're handling here. */
85 	V3D_CORE_WRITE(0, V3D_CTL_INT_CLR, intsts);
86 
87 	if (intsts & V3D_INT_OUTOMEM) {
88 		/* Note that the OOM status is edge signaled, so the
89 		 * interrupt won't happen again until the we actually
90 		 * add more memory.  Also, as of V3D 4.1, FLDONE won't
91 		 * be reported until any OOM state has been cleared.
92 		 */
93 		schedule_work(&v3d->overflow_mem_work);
94 		status = IRQ_HANDLED;
95 	}
96 
97 	if (intsts & V3D_INT_FLDONE) {
98 		struct v3d_fence *fence =
99 			to_v3d_fence(v3d->bin_job->bin.irq_fence);
100 
101 		trace_v3d_bcl_irq(&v3d->drm, fence->seqno);
102 		dma_fence_signal(&fence->base);
103 		status = IRQ_HANDLED;
104 	}
105 
106 	if (intsts & V3D_INT_FRDONE) {
107 		struct v3d_fence *fence =
108 			to_v3d_fence(v3d->render_job->render.irq_fence);
109 
110 		trace_v3d_rcl_irq(&v3d->drm, fence->seqno);
111 		dma_fence_signal(&fence->base);
112 		status = IRQ_HANDLED;
113 	}
114 
115 	/* We shouldn't be triggering these if we have GMP in
116 	 * always-allowed mode.
117 	 */
118 	if (intsts & V3D_INT_GMPV)
119 		dev_err(v3d->dev, "GMP violation\n");
120 
121 	/* V3D 4.2 wires the hub and core IRQs together, so if we &
122 	 * didn't see the common one then check hub for MMU IRQs.
123 	 */
124 	if (v3d->single_irq_line && status == IRQ_NONE)
125 		return v3d_hub_irq(irq, arg);
126 
127 	return status;
128 }
129 
130 static irqreturn_t
131 v3d_hub_irq(int irq, void *arg)
132 {
133 	struct v3d_dev *v3d = arg;
134 	u32 intsts;
135 	irqreturn_t status = IRQ_NONE;
136 
137 	intsts = V3D_READ(V3D_HUB_INT_STS);
138 
139 	/* Acknowledge the interrupts we're handling here. */
140 	V3D_WRITE(V3D_HUB_INT_CLR, intsts);
141 
142 	if (intsts & V3D_HUB_INT_TFUC) {
143 		struct v3d_fence *fence =
144 			to_v3d_fence(v3d->tfu_job->irq_fence);
145 
146 		trace_v3d_tfu_irq(&v3d->drm, fence->seqno);
147 		dma_fence_signal(&fence->base);
148 		status = IRQ_HANDLED;
149 	}
150 
151 	if (intsts & (V3D_HUB_INT_MMU_WRV |
152 		      V3D_HUB_INT_MMU_PTI |
153 		      V3D_HUB_INT_MMU_CAP)) {
154 		u32 axi_id = V3D_READ(V3D_MMU_VIO_ID);
155 		u64 vio_addr = (u64)V3D_READ(V3D_MMU_VIO_ADDR) << 8;
156 
157 		dev_err(v3d->dev, "MMU error from client %d at 0x%08llx%s%s%s\n",
158 			axi_id, (long long)vio_addr,
159 			((intsts & V3D_HUB_INT_MMU_WRV) ?
160 			 ", write violation" : ""),
161 			((intsts & V3D_HUB_INT_MMU_PTI) ?
162 			 ", pte invalid" : ""),
163 			((intsts & V3D_HUB_INT_MMU_CAP) ?
164 			 ", cap exceeded" : ""));
165 		status = IRQ_HANDLED;
166 	}
167 
168 	return status;
169 }
170 
171 int
172 v3d_irq_init(struct v3d_dev *v3d)
173 {
174 	int irq1, ret, core;
175 
176 	INIT_WORK(&v3d->overflow_mem_work, v3d_overflow_mem_work);
177 
178 	/* Clear any pending interrupts someone might have left around
179 	 * for us.
180 	 */
181 	for (core = 0; core < v3d->cores; core++)
182 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
183 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
184 
185 	irq1 = platform_get_irq(v3d->pdev, 1);
186 	if (irq1 == -EPROBE_DEFER)
187 		return irq1;
188 	if (irq1 > 0) {
189 		ret = devm_request_irq(v3d->dev, irq1,
190 				       v3d_irq, IRQF_SHARED,
191 				       "v3d_core0", v3d);
192 		if (ret)
193 			goto fail;
194 		ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
195 				       v3d_hub_irq, IRQF_SHARED,
196 				       "v3d_hub", v3d);
197 		if (ret)
198 			goto fail;
199 	} else {
200 		v3d->single_irq_line = true;
201 
202 		ret = devm_request_irq(v3d->dev, platform_get_irq(v3d->pdev, 0),
203 				       v3d_irq, IRQF_SHARED,
204 				       "v3d", v3d);
205 		if (ret)
206 			goto fail;
207 	}
208 
209 	v3d_irq_enable(v3d);
210 	return 0;
211 
212 fail:
213 	if (ret != -EPROBE_DEFER)
214 		dev_err(v3d->dev, "IRQ setup failed: %d\n", ret);
215 	return ret;
216 }
217 
218 void
219 v3d_irq_enable(struct v3d_dev *v3d)
220 {
221 	int core;
222 
223 	/* Enable our set of interrupts, masking out any others. */
224 	for (core = 0; core < v3d->cores; core++) {
225 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~V3D_CORE_IRQS);
226 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_CLR, V3D_CORE_IRQS);
227 	}
228 
229 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~V3D_HUB_IRQS);
230 	V3D_WRITE(V3D_HUB_INT_MSK_CLR, V3D_HUB_IRQS);
231 }
232 
233 void
234 v3d_irq_disable(struct v3d_dev *v3d)
235 {
236 	int core;
237 
238 	/* Disable all interrupts. */
239 	for (core = 0; core < v3d->cores; core++)
240 		V3D_CORE_WRITE(core, V3D_CTL_INT_MSK_SET, ~0);
241 	V3D_WRITE(V3D_HUB_INT_MSK_SET, ~0);
242 
243 	/* Clear any pending interrupts we might have left. */
244 	for (core = 0; core < v3d->cores; core++)
245 		V3D_CORE_WRITE(core, V3D_CTL_INT_CLR, V3D_CORE_IRQS);
246 	V3D_WRITE(V3D_HUB_INT_CLR, V3D_HUB_IRQS);
247 
248 	cancel_work_sync(&v3d->overflow_mem_work);
249 }
250 
251 /** Reinitializes interrupt registers when a GPU reset is performed. */
252 void v3d_irq_reset(struct v3d_dev *v3d)
253 {
254 	v3d_irq_enable(v3d);
255 }
256